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The Scroll ... (Campign In Development) ... Blog Posts (Current: #34 Beta Testing - Final Entry)


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#376
Lance Botelle

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Hi Everybody,

 

While it was my every intention to have this module released on 1st October, this year, I have the sad duty to have to report that this is now unlikely to happen.

 

Testing a module is as important as creating one, and when I do release this module, I want it to be as stable as one would like to expect when playing the game. However, testing requires time and patience by those doing the testing, and such demands on the time required cannot not always be met in today's busy lifestyle.

 

Let me quickly add, however, that I have some testers who are still working hard at it, and subject to their own progression, and my ability to address their needs for the module, that will help to determine when the module may be released.

 

I do want to release this module as soon as possible, but not under any circumstances. Standards need to be met ... and a quality of which I am happy to release.

 

Thank you for your time and patience.

Lance.


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#377
AaronH

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Hey Lance, I sent you an email yesterday, hopefully it'll be good news to you and your situation here :P

Kind regards,

Koss



#378
Lance Botelle

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Hey Lance, I sent you an email yesterday, hopefully it'll be good news to you and your situation here :P

Kind regards,

Koss


Hi Aaron,

I have closed the module to further beta testing until further notice. I am working hard with those who have been able to give me feedback, but there is still work to do. Unfortunately, your offer to test "after the final patch" rather defeats the object of beta testing, which is what I was expecting from you.

 

However, I hope you do get to enjoy playing the module when it is finally released if all goes well. NB: Please ensure no files or data from my module reach the general domain. Thanks!

 

Lance.



#379
AaronH

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Hi Aaron,

I have closed the module to further beta testing until further notice. I am working hard with those who have been able to give me feedback, but there is still work to do. Unfortunately, your offer to test "after the final patch" rather defeats the object of beta testing, which is what I was expecting from you.

 

However, I hope you do get to enjoy playing the module when it is finally released if all goes well. NB: Please ensure no files or data from my module reach the general domain. Thanks!

 

Lance.

I think I worded that wrong, because like you said, that would defeat the point. 

I meant, (since you sent a group email to the other testers) Send the recent patch so I can continue now that I'm back. If you really don't need my help, that's understandable :P

Kind regards,

Koss



#380
Lance Botelle

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I think I worded that wrong, because like you said, that would defeat the point. 

I meant, (since you sent a group email to the other testers) Send the recent patch so I can continue now that I'm back. If you really don't need my help, that's understandable :P

Kind regards,

Koss


Hi Aaron,

It's not that I don't need help, it's that the help I needed from you was a month ago. :(

Tell you what .... If you can send me a link to the video you have done, I will reconsider making an exception in your case with respect to beta testing. :)

Also, I need to look at feedback I have so far, and reconsider some aspects, and even fix some module aspects. However, if you believe you are in a position now to help, and you think you can meet that expectation, then I will look at your case anew.

However, I must stress the following:-

1) This is *NOT* like any other module, There may be some differences that you do not like or agree with. That is not the point of beta testing. A beta tester needs to give feedback, pure and simple. If you can provide a video recording, like you said you can do, then that is absolutely perfect!

2) It's about regular feedback. There is no point offering to help if your feedback is irregular. That does not help beta test the module.

3) Keep in constant contact - respond to emails. It's about communication.

If you believe you are able to do the above, then contact me again, and I will try to sort something with you.

It is *because* I need the help from people like you that it becomes pointless me asking, if you say you will help and then don't. In other words, "yes" I want your help, but "no" I don't want somebody who cannot spare the time to do so. :)

 

Finally, if you can meet the above, and you can provide a daily "video" feedback of your playing session, then I will provide you with the links you need.

 

As I say in an above post, this is about getting the module to a standard that can released, and that needs beta testers who can communicate well.

 

Let me know.

 

Thanks,

Lance.



#381
AaronH

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Lance,

I really do understand the situation you were in, and by the emails you sent, it was clear there wasn't just me who didn't respond.

But like I said in the email I sent, I got busy randomly (i.e. my visiting my sister for 2 weeks because of her new born), but I don't mean to sound offensive, it never came to mind to let you know because at first, I had no idea how long the visit was going to be.

 

I honestly do understand how it feels to be let down. I've been working on my project for 6 years. A honest count, I would count around 30 people offering to help.

About 80% said they're very interested in helping, and will buy the game, 20% actually bought the game but the next day, never respond. But 4/30 of those volunteers actually stayed and have been an amazing help with production.

 

The way I work (I've done testing for others (not Nwn2 related though)) is to give feedback in bulks.

 

My only concern was that you were releasing patches 2-3 times a day. Which is understandable because you don't want your testers finding bugs you already patched. When you sent the first files for the module, my initial plan was to gather a large bulk of feedback and to get this, I had to get myself in the game for a good few days.

 

The first recording I had was around 30~ mins into the gameplay. I installed GTA 5 2 weeks ago (64gb game), so because I produce videos daily/weekly on my channel, they can consume a lot of memory, I cleared my fraps folder (which was in it) and my camtasia folder. Which means I deleted the game play video I had of your module.

 

Like I said before, I can and will continue from where I left off, but I don't have the files to continue, hence my email.

Kind regards,

Koss



#382
rjshae

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The Pareto Principle applies to voluntary activities as well. :)



#383
Lance Botelle

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Hi Aaron,

Thanks for the latest info.

Let me finish putting together a post I am writing to do with my module and player expectations, and if you are still interested in beta testing, then as I say above, give me some time to rework some of the module issues that cannot be addressed by patching, and then hopefully, we will both be in a better position to try to sort something out. :)
 
EDIT: Here is that post ... http://forum.bioware...roll-seriously/ (Are you still interested or not?)

Let me explain my own position as well: I suffer from a condition called M.E. (link added below), which affects what I can and cannot do. Even to accommodate this beta exercise, I had to plan ahead my time so that I could try to manage testers requirements of me in the last month. That was not easy and I think I "bit off more than I could chew", as my health has been affected by what I was trying to do. Lack of communication has contributed towards this for me, as I had to put extra effort into trying to communicate with some who I did not know if they were receiving my emails or not. It's not anyone's fault (as such), but the consequences of such actions have an affect upon me. This is another reason why I don't get out much because "social interaction" is very tiring/stressful for me.

This tends to make me a very hard person to work with, because I have very rigid standards and routines that I have to work to, to ensure I can manage what I try to do at any time. If these "systems" fail me, then my condition deteriorates. This is another reason I have had to delay the build, as I simply do not have the energy to apply all that I need to do, and I do not want to stress myself or others regarding those who may not be meeting the schedules I need to work by.

Therefore, when I ask for the help I do, I really do need that help, and not just as a gesture of goodwill. Otherwise, if I am let down by that offer of help, then my own plans are upset, and that affects me due to my condition.

I hope that helps explain my own situation as well. It's not something I like to keep on about, but it may explain why I am the way I am at times ... and obviously contributes towards actions and decisions I have to make to help maintain my own health.

Regards,
Lance.

http://www.meassocia...nosis-of-mecfs/

#384
Lance Botelle

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FIRST BETA COMPLETION

======================

 

Just a quick update to everybody. Today, I had my first beta tester report they had successfully reached the end of the module.

 

They are compiling a report for me and I have also asked for some statistical data feedback, so I can compile a report myself to post here.

 

Note: I still need to gather feedback from at least two other beta testers (possibly three), before I can get a fuller and more accurate picture of the state of the module. However, the fact that at least one beta tester has made it to the end is a large milestone and one that I am happy to report. :)

 

Hopefully, I should have the rest of the beta testers completed by the end of the month (possibly sooner subject to personal events), and then I can update you more regarding general release.

 

Thanks.

Lance.


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#385
Lance Botelle

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Hi Everybody,

Grinsekatze has kindly sent me their reports (and given permission to quote from them), and I thought I would share some of their comments with you. I have interspersed their comments with my own to help explain some of what they say. The comments were given to me as a list of the things they enjoyed about the module. There is a second (thankfully smaller list ;) ) of things that they felt could be improved, but some of those points I am still addressing, as one or two were unrecognised bugs. For this reason, that list is not yet included, but will be after I have received all beta tester reports.
 
I hope this may be of interest to you all. I will update with further reports as I receive them.

Cheers,
Lance

G - Journal pops up when you get an important update.
 
I believe this is referring to when a new creature is added to the bestiary, and new information is gained regarding lore or the rules. A small banner is flashed to the player at the top of the screen in such situations, giving them a head's up that there is new information that can be accessed and read from either the journal (bestiary section), or the new Main Menu (for rules and lore).

 

G - The recommend button in the journal.
 
I changed a button in the journal to be "Recommended" to help players decide which quest may be worth trying next. It is only a rough guide, and sometimes the one at the top may still be "impossible" due to one reason or another, but you then move to the next in the list and so on. If the recommended list is followed, then it is usually the "safest" path (based upon the quests you currently have collected), and allows the player to see most of the game.
 
G - The surroundings, ambience and atmosphere of the module. For example the rain, the jumping fishes, the wandering villagers, the landscape and so on.
 
I include my own dynamic weather system in the module, which alters weather conditions according to time and date, including rain, fog, snow, etc. (However, snow is unlikely for players at the moment, as this module takes place in summer, and the climate is unlikely to produce snow until later months.) The jumping fishes was a hak I came across; the ambient behaviour of NPCs is part of my Real Life system, and the landscapes (the better ones) are from others who have helped me. :)

G - Different kind of riddles; like Memory, Mastermind, Torn Papers, Runes in Crypt, Decoder, and so on.
 
This campaign is very much based around my PnP experiences and so puzzles are an essential part of the adventure for me. I enjoyed coding these, and I felt they were worth the time to include. For those that do not like puzzles as much, there are alternative ways to solve them. :)

 

G - Very good grammar with very, very few typos.
 
My beta testers (including G), helped me squash those that remained. And I have no doubt, that the odd one or two may still get through. ;)

 

G - Different kinds of bags of holding, so gathering ingredients isn't so tedious anymore.
 
I must admit that I too find inventory management can be a pain in NWN2, and so I really wanted to design a reasonably robust auto-collect system for those that invested their gold in appropriate carriers. There were some teething problems during beta testing, but they have all been fixed! Now, we are left with a convenient way of gathering items, especially useful if you are into crafting. You can also buy bags and rename them using a smith hammer, so you have even more inventory management.

 

G - The fantastic support of the developer.
 
Very kind to say. I just like being the best DM I can be ... to anybody who likes to play and get the best from something. :)

G - The use of the 'Fog of War', so you can see where you have been and which area still must be discovered.
 
An essential for all those who come from a PnP background and recall the days when the DM used to help a party map as they went along. For those that prefer "full" maps at the push of a button, there is a "gift" that one can take early on in the game that can help with this. However, it would be at the cost of missing out on another choice of "gift" that may be even more to your liking. :)

 

G - The idea of the 'Life Essences' is a great invention. Above all to let decide the player himself in which way he will use the essences; for solving riddles or revive a comrade and so on.
 
Life Essences have been a core design concept from the very early days of PnP. It's just taken this long until they have met fruition. In that time, however, their involvement in certain actions has grown and is a great way to help play your game your way.

 

G - To encourage the player in independent thinking.
 
Independent thinking is a key point to this campaign. This will either be something you like or don't like.

G - Contains much custom content: from scrolls, books, calendar to changes for resting, enchanting, creating items ...
 
I wanted the world of Althéa to be a new world for players to explore. It has been in existence from its PnP days since 1989. Therefore, it has a great deal of background to draw upon. I wanted to make sure that the PnP elements that were at the core of my campaign came across into the NWN version. While this involved a great deal of change, I hope the changes were all for the better.
 
G - Different kinds of merchants. Not every merchant buys/sells everything, so you must think before selling/buying merchandises.
 
Again, differences in NPCs was always part of the core design, even down to individual stores and their owners. And while a computer environment limits the degree of flexibility compared to PnP, there are (hopefully) still enough gameplay elements that differ between NPC based interaction, which I hope the player notices. E.g. Conversations can start even during a store transaction. (This is rare, but this kind of thing is now available to me for future modules.)

G - You created a whole new world with its own history, laws, faiths, struggles; and you can see and feel it's a labour of love.
 
D&D, from its earliest days, has indeed been a life-long hobby for me. As my health now restricts what I can do, having the ability to work on this world campaign via the NWN engine is a blessing and I am glad it is something I can use to give something back to a community of fellow gamers.

G - It's a little bit difficult at the beginning with all the rule changes, but soon you get sucked in the story unfolding. You want to solve thoses secrets, puzzle, riddles ... Everytime I discovered a new secret, puzzle or riddle I was like :"Oh yeah, lets get started."
 
Without doubt, this module is *very different* from anything else you will have played. It does require time, thought and attention to be enjoyed. And for those who approach it with this in mind, then the rewards will hopefully be worthwhile, and turn into an adventure that you will remember. And, if I ever finish them, a story you can continue with in the months or years ahead.

G - There's no senseless hacking and slashing (that would be something I dislike; therefore I don't play "Hack'n'Slash" modules). Some encounters are quite challenging but not unbeatable.
 
The Scroll does not stop you from doing some things ahead of when you should be trying them, but does give a few warnings or try to deter you. If you choose to ignore those signs, then some encounters will be more challenging than others. However, I have also included a turn-based style auto-pause system for those players (like myself) who like to slow down combat and even control every companion's action themselves (by turning all companion AI off at the toggle of a new button).
 
G - Recorded Total Time: 31hrs 38Mins
 

The Scroll comes with a built in game timer (accessible from the Main Menu), which tries to keep a rough track of un-paused time played. While not precise, it does help give a rough indication of the length of play time the module has. I will update further final times as I receive more beta tester results.

 

G - Party Composition (Final)

 

CREATED PCS and/or COMPANIONS:

Jacia Lyonsen, Human, Rogue 5/ Fighter 5
Tailor Wright, Human, Cleric 10
Threska Cassi, Gold Dwarf, Cleric 9
Aeriol Dune, Sun Elf, Wizard 10
Monty Kurtain, Human, Ranger 9
Kasandra Birch, Human, Rogue 8

HENCHMEN:

 

Sebastion, Construct, Level 2 Construct
Scraps, Animal, Level 7 Animal

 

This is this beta testers party composition upon completion. Yours can certainly vary depending upon whether you take on companions or use your own created PCs. All PCs start at first level.


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#386
Lance Botelle

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Hi Everybody,

A second beta tester, RJShae, has finished and here are some quotes from their report. (Once again, I have interspersed their comments with my own to help explain some of what they refer to.) Their comments have sometimes been paraphrased or edited to prevent spoiler information or remove information that is no longer valid due to edits in the module since they played it:-

R: It certainly is a puzzle-heavy game, and for a player who likes those I'm expecting it to be very appealing. I found the puzzles to be enjoyable at times, and also frustrating. I appreciate the ingenuity of several of the puzzles--they definitely had me stumped at times.
 
I wanted to include various puzzle types for the player. While this may not be to everybody's liking, I hoped their inclusion gave a more traditional PnP feel to the game. As I have mentioned before, I hope there are enough alternative solutions to help keep any potential frustrations to a minimum.

R: I enjoyed the XXXX section, and the XXXXX one as well ...... fun from a combat perspective. Some of the combat in the module was pretty challenging, while other fights became fairly easy after a level up. A good mix, I thought.
 

Combat is a difficult aspect to balance, particularly when considering all the possible combinations. Hopefully, the system I have in place will give a reasonable challenge to most combinations.

 

R: Over the course of the game it seemed like you gave away a lot of gold, and yet I was unable to carry most of it or really make much use of it.
 

Most gold and gems acquired can be used in crafting. If you are not one who does much crafting, then you may find you have quite an amount saved up. However, gold also weighs in this module, which means you cannot simply carry what you find around with you. Therefore, the best solution is to consider developing crafting skills and using the gold in crafting special items when possible.

 

R: Overall a nice job. There's plenty of inventive content there to keep players occupied for many days.

 

The recorded total time for this tester was nearly 35 Hours, and that was with a few side quests outstanding.



#387
Lance Botelle

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#18 BETA TESTING UPDATE
 
http://worldofalthea...ing-update.html
 
To date, the module has passed through five stages of beta upgrades and is currently on its sixth rendition. Two beta testers have completed the module from Beta 1 and one beta tester has completed from Beta 2. One tester completed the module on Beta 5 on a second play through and other testers are currently on a second play through, with the latest just starting Beta 6.

BETA 1 and 2: Had 73 patches.
BETA 3: Had 55 patches.
BETA 4: Had 6 patches.
BETA 5: Had 17 patches.

TOATL PATCHES: 151

BETA 6 should, theoretically, only require typo fixes and minimal overall patching. This current beta version has also had a couple of module updates, including:-

1) Extra information about Crafting Recipe usage in GUI.
2) Extra feedback on Combination Locks if you have the Expert Decoder feat.
3) Fast Travel road markers for one area.

The following statistics have been ascertained:-

1) Total Play Time: Around 25 - 40 hours, subject to path and quests taken.
2) Party end level: Around 7-10th (after starting at 1st level).

Due to both testing and personal circumstances, the final version is likely to be delayed until the new year 2016. At that time, the module should be very stable and I will be in a better position to give support if it is required.


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#388
Lance Botelle

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#19 Beta Testing (6.0)

http://worldofalthea...testing-60.html

I am still running through a final beta test (version 6.0), and have already ironed out one or two minor bugs that had haunted earlier beta testing, including ...

1) Conversations failing to fire due to too many conditional checks. (Condition moved to another script.)
2) The main PC losing focus on a reload. (An on entry fix.)

I have currently played around five hours in this beta test and have had no plot issues or continuity errors, which is great news. However, I did have to fix the following ...

1) Feedback on Chameleon stones: The player now has the PC with the highest Set Trap skill check the stone for traps if they are available and able in the group. Also, additional checks are made automatically, allowing the possibility of learning more information over time.

2) Fixed an NPC interjection (Kasandra) that was not firing due to the script that called the conversation not working properly.

3) Fixed weather system.

Note: None of these additional fixes are game breaking, but instead, remove "frustration elements" or amend "flavour elements" that would be missing otherwise.

To remind you, I hope to have the module fully tested within the next month or so, and have a final version released shortly into the new year. If I don't write again this year, I wish you all a happy new year.
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#389
Lance Botelle

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Hi Everybody,

Just a quick update to say that I have regular internet access once again, and that I hope to get to final module testing soon.

There is still a bit of distraction going on at home, but I am trying not to let that prevent progress/release.

I will, of course, keep you all updated.

Cheers,
Lance.
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#390
Lance Botelle

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Hi Everybody,

 

Another quick update ... Distractions at home are over ... Play-testing continues.

 

There had been the hope of a couple of more beta testers, but one was using a MAC (which, unfortunately, still appears to be incompatible with my module).

 

I intend to try to reach the end of this final play through and then release. I am hoping that this will be only a matter of a few days now.

 

Many thanks for all your patience.

 

Lance.


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#391
Lance Botelle

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#20 Beta Testing (9.0)

http://worldofalthea...testing-90.html

I know it's been some time since my last post here, but real life issues had caused me to have to take some time out. However, as the new year gets underway, I also find I am able to better manage time for this blog again.

As you can see from the title of this post, beta-testing has still been continuing, as I have had one or two people volunteer to help test it. Although feedback has been slow, mainly due to RL situations, I am also continuing to have one last play through. In my own testing (and from feedback), I have fixed bugs to do with:-

1) The weather system. (Fixed a memory leak and variables to do with VFXs.)
2) Some transitions. (Relating to party settings.)
3) Some broken dialogues. (On certain paths taken.)
4) Broken AI on a Skull Trap. (Trap would stop responding after the first time.)
5) Secret Door. (Door could remain locked even after using a key to unlock it.)
6) Replaced some "destroyed" doors with "normal" ones. (Unreliable otherwise.)
7) Clarified some REST feedback. (Gave feedback why some PCs may not rest due to "Too Soon".)
8) Fixed "Racial Light" spell. (Had not been updated to work with my own system.)
9) Changed voice set on a companion.
10) Altered some conversation timings.
11) Updated some spell information to work with my own system.

According to the in-game timer, I have played around 23 hours. I have a party of six and a dog who tags along with me. All PCs are 6th level. I am guessing that I am about half way to two-thirds through, and probably have around 10-20 hours left to test.

Considering.jpg


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#392
Lance Botelle

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#21 Beta Test 9.0 (Part 2)

http://worldofalthea...-90-part-2.html

I have been continuing to test my module. (Sadly, the beta tester who had volunteered dropped out.) I am still being surprised at the number of bugs I am finding even after the beta testing it has already received. Admittedly, these bugs are somewhat harder to spot (unless you are quite knowledgeable with the code and processes involved), and so would probably only have been noticed by myself anyway. Here is the latest bugs found and fixed:-

1) The "REST" system. (Fixed some duplicated and irrelevant feedback in some situations.)
2) In relation to the above, I also fixed a broken homebrew function that was ignoring the Main PC if controlling a companion. (*)
3) Fixed Orechin conversation, where a repeated node was possible (due to missing variable).
4) Altered light flicker rate on main village light.

(*) This function is used in quite a few other places, and is designed to check for the quantity of items held by the player's group of PCs. The problem was that it worked correctly when you were controlling your Main PC, but ignored the Main PC inventory if you were controlling a companion at the time. In theory, this should fix a few other issues that may have been missed during initial testing.

I have also reached a point where the main plot can take two different paths, and continued along the "most likely" route for now, leaving myself a saved position that I may go back to if I feel it needs it.

Considering%20Resting.jpg

Still tired? But you only just rested!


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#393
PJ156

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How wide is the plot divergence? I always found that really hard to do in my mod. Gets complicated really quickly.

 

PJ



#394
andysks

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Tell me about it. I have to say that as cool as it is to have different paths, so much more complicated it is to build it.



#395
rjshae

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I think you ought to just publish it and let people play. :)



#396
kevL

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me too,

#397
Lance Botelle

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Hi Everyone,
 
Thanks for those comments! :)
 
I appreciate the encouragement to publish .. and I really do want to do so .... I just want to make sure there are as few problems as possible. As soon as I finish this current path, I will most likely publish, as I know rjshae has already played tested both paths to the end OK.
 
"Complicated really quickly." .... Absolutely! Keeping track of the variables and conversations was the main reason for the delay in the end. I have no intention of making it this complicated again .... although, I believe I have a few other ideas up my sleeve to produce a similar effect while reducing the amount of work. I believe I posted some comments regarding that in my blog from time to time while making this mod.
 
"How wide is the plot divergence?" .... It's the same overall arching story, but the player can approach from two paths .... depending upon which quests they do first. The player may not be aware of one path until they finish the other ... that kind of divergence. ;) Other than that, you will have to play it. :)

 

Back to play testing .... Not long now, hopefully!

 

Cheers,

Lance.



#398
Lance Botelle

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#22 Beta Test 9.0 (Part 3)

http://worldofalthea...-90-part-3.html

Once again, I have been slowly working my way through the module, and finding the odd problem here and there that needed addressing. My latest list for those who like to follow:-

FIXES:

1) Fixed a conversation where the object rather than the PC name was being used.
2) Fixed the journal item counter when first acquiring an item for a task. (Jumped to 2 instead of 1.)
3) Fixed the journal item counter if items were sold. (Involved an "Inventory" fix.)
4) Fixed automaton conversation by switching interaction to "use" instead of "auto" and adding some variables back (which had been removed).
5) Fixed remaining quantity of "Decipher Tools" on the puzzle GUI. (Out by one.)

UPDATES:

1) Updated the colour for journal items counter to use Dark Green text instead of just Green.
2) Stopped inventory from popping up with description if just looting gold from an object.
3) Set all Main Menu items to "OFF" by default. (i.e. Players must toggle "Spells Active" scroll to "ON" to pop up now.)

And for those that also enjoy a screenshot ....

SebFixed.jpg

I told you I could get it working!



#399
Lance Botelle

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#23 Beta Test 9.0 (Part 4)

http://worldofalthea...-90-part-4.html

Testing continues. My latest list for those who like to follow:-

FIXES:

1) Fixed a creature location that was stuck in the walkmesh.
2) Fixed a conversation (grammar).
3) Fixed a camera angle (which had moved to looking at the floor!)
4) Fixed some object descriptions that were missing.
5) Fixed a fire VFX (that was missing) and removed VFX "flicker" when active.
6) Fixed a broken beam effect. (It was missing in some situations.)
7) Fixed Cursed Items to destroy when dropped (as per description). (Instead of becoming a placeable object.)

UPDATES (CONSIDERING):

1) Update crafting system to work with crafting items no matter which PC starts the crafting procedure. The code will simply check if there is a PC in the party that meets the requirements and allow the activation to work without having to move items to the specific PC to begin with.

2) Add an inventory "search" system to list party items according to various category tabs. Currently in design discussions.

INVSHOP.jpg

I already have one of those belts thanks!



#400
Tchos

Tchos
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UPDATES (CONSIDERING):
1) Update crafting system to work with crafting items no matter which PC starts the crafting procedure. The code will simply check if there is a PC in the party that meets the requirements and allow the activation to work without having to move items to the specific PC to begin with.

 

If you do this, you might look at the SoZ crafting system, which does that.  If anyone in the party can cast the needed spell, and anyone in the party has the required items, the crafting proceeds, no matter who activates the recipe.